mirror of https://github.com/OpenTTD/OpenTTD
Change: Apply some consistency to singleplayer related comments
parent
07385c3662
commit
6b8ad5a9b1
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@ -882,7 +882,7 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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CompanyRemoveReason reason = (CompanyRemoveReason)GB(p1, 24, 8);
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CompanyRemoveReason reason = (CompanyRemoveReason)GB(p1, 24, 8);
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if (reason >= CRR_END) return CMD_ERROR;
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if (reason >= CRR_END) return CMD_ERROR;
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/* We can't delete the last existing company in offline mode. */
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/* We can't delete the last existing company in singleplayer mode. */
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if (!_networking && Company::GetNumItems() == 1) return CMD_ERROR;
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if (!_networking && Company::GetNumItems() == 1) return CMD_ERROR;
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Company *c = Company::GetIfValid(company_id);
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Company *c = Company::GetIfValid(company_id);
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@ -147,7 +147,7 @@ DEF_CONSOLE_HOOK(ConHookNeedNetwork)
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}
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}
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/**
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/**
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* Check whether we are in single player mode.
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* Check whether we are in singleplayer mode.
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* @return True when no network is active.
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* @return True when no network is active.
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*/
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*/
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DEF_CONSOLE_HOOK(ConHookNoNetwork)
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DEF_CONSOLE_HOOK(ConHookNoNetwork)
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@ -1248,7 +1248,7 @@ DEF_CONSOLE_CMD(ConReloadAI)
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return true;
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return true;
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}
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}
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/* In offline mode the player can be in an AI company, after cheating or loading network save with an AI in first slot. */
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/* In singleplayer mode the player can be in an AI company, after cheating or loading network save with an AI in first slot. */
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if (Company::IsHumanID(company_id) || company_id == _local_company) {
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if (Company::IsHumanID(company_id) || company_id == _local_company) {
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IConsoleWarning("Company is not controlled by an AI.");
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IConsoleWarning("Company is not controlled by an AI.");
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return true;
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return true;
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@ -1286,7 +1286,7 @@ DEF_CONSOLE_CMD(ConStopAI)
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return true;
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return true;
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}
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}
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/* In offline mode the player can be in an AI company, after cheating or loading network save with an AI in first slot. */
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/* In singleplayer mode the player can be in an AI company, after cheating or loading network save with an AI in first slot. */
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if (Company::IsHumanID(company_id) || company_id == _local_company) {
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if (Company::IsHumanID(company_id) || company_id == _local_company) {
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IConsoleWarning("Company is not controlled by an AI.");
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IConsoleWarning("Company is not controlled by an AI.");
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return true;
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return true;
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@ -289,7 +289,7 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
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if (_networking) NetworkClientsToSpectators(old_owner);
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if (_networking) NetworkClientsToSpectators(old_owner);
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if (old_owner == _local_company) {
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if (old_owner == _local_company) {
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/* Single player cheated to AI company.
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/* Single player cheated to AI company.
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* There are no spectators in single player, so we must pick some other company. */
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* There are no spectators in singleplayer mode, so we must pick some other company. */
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assert(!_networking);
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assert(!_networking);
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Backup<CompanyID> cur_company2(_current_company, FILE_LINE);
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Backup<CompanyID> cur_company2(_current_company, FILE_LINE);
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for (const Company *c : Company::Iterate()) {
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for (const Company *c : Company::Iterate()) {
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@ -605,7 +605,7 @@ static void CompanyCheckBankrupt(Company *c)
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default:
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default:
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case 10: {
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case 10: {
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if (!_networking && _local_company == c->index) {
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if (!_networking && _local_company == c->index) {
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/* If we are in offline mode, leave the company playing. Eg. there
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/* If we are in singleplayer mode, leave the company playing. Eg. there
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* is no THE-END, otherwise mark the client as spectator to make sure
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* is no THE-END, otherwise mark the client as spectator to make sure
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* he/she is no long in control of this company. However... when you
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* he/she is no long in control of this company. However... when you
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* join another company (cheat) the "unowned" company can bankrupt. */
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* join another company (cheat) the "unowned" company can bankrupt. */
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@ -2114,7 +2114,7 @@ CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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/* Disable takeovers when not asked */
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/* Disable takeovers when not asked */
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if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
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if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
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/* Disable taking over the local company in single player */
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/* Disable taking over the local company in singleplayer mode */
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if (!_networking && _local_company == c->index) return CMD_ERROR;
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if (!_networking && _local_company == c->index) return CMD_ERROR;
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/* Do not allow companies to take over themselves */
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/* Do not allow companies to take over themselves */
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@ -113,7 +113,7 @@ struct EndGameWindow : EndGameHighScoreBaseWindow {
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this->window_number = SP_MULTIPLAYER;
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this->window_number = SP_MULTIPLAYER;
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this->rank = SaveHighScoreValueNetwork();
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this->rank = SaveHighScoreValueNetwork();
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} else {
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} else {
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/* in single player _local company is always valid */
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/* in singleplayer mode _local company is always valid */
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const Company *c = Company::Get(_local_company);
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const Company *c = Company::Get(_local_company);
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this->window_number = SP_CUSTOM;
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this->window_number = SP_CUSTOM;
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this->rank = SaveHighScoreValue(c);
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this->rank = SaveHighScoreValue(c);
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@ -313,7 +313,7 @@ struct MainWindow : Window
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break;
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break;
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case GHK_MONEY: // Gimme money
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case GHK_MONEY: // Gimme money
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/* You can only cheat for money in single player. */
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/* You can only cheat for money in singleplayer mode. */
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if (!_networking) DoCommandP(0, 10000000, 0, CMD_MONEY_CHEAT);
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if (!_networking) DoCommandP(0, 10000000, 0, CMD_MONEY_CHEAT);
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break;
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break;
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@ -298,7 +298,7 @@ const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *c
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cp->company = (CompanyID)p->Recv_uint8();
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cp->company = (CompanyID)p->Recv_uint8();
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cp->cmd = p->Recv_uint32();
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cp->cmd = p->Recv_uint32();
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if (!IsValidCommand(cp->cmd)) return "invalid command";
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if (!IsValidCommand(cp->cmd)) return "invalid command";
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if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "offline only command";
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if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "single-player only command";
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if ((cp->cmd & CMD_FLAGS_MASK) != 0) return "invalid command flag";
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if ((cp->cmd & CMD_FLAGS_MASK) != 0) return "invalid command flag";
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cp->p1 = p->Recv_uint32();
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cp->p1 = p->Recv_uint32();
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@ -1131,7 +1131,7 @@ void SwitchToMode(SwitchMode new_mode)
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break;
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break;
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case SM_SAVE_GAME: // Save game.
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case SM_SAVE_GAME: // Save game.
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/* Make network saved games on pause compatible to singleplayer */
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/* Make network saved games on pause compatible to singleplayer mode */
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if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) {
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if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) {
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SetDParamStr(0, GetSaveLoadErrorString());
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SetDParamStr(0, GetSaveLoadErrorString());
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ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
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ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
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@ -571,7 +571,7 @@ bool AfterLoadGame()
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ResetSignalHandlers();
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ResetSignalHandlers();
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return false;
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return false;
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} else if (!_networking || _network_server) {
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} else if (!_networking || _network_server) {
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/* If we are in single player, i.e. not networking, and loading the
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/* If we are in singleplayer mode, i.e. not networking, and loading the
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* savegame or we are loading the savegame as network server we do
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* savegame or we are loading the savegame as network server we do
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* not want to be bothered by being paused because of the automatic
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* not want to be bothered by being paused because of the automatic
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* reason of a network server, e.g. joining clients or too few
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* reason of a network server, e.g. joining clients or too few
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